Elves (Good) Therennian Sea Guard Infantry
Elves (Good) Therennian Sea Guard Infantry
Elves (Good) Therennian Sea Guard Infantry
3325
Crushing All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Strength
Elite Whenever the unit rolls to hit, it can re-roll all dice that score a natural, unmodified 1.
Individual
Line of Sight Before being given an order, an individual may pivot to face any direction for
free. Individuals never block line of sight or offer cover against ranged attacks.
Move Individuals have the Nimble special rule.
Shooting Individuals may pivot to face any direction for free before picking a target in the
shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier.
Melee When charging an individual, a unit must make contact with the face that they started in
as normal, however the Individual will turn to align flush with the unit’s facing, rather than the
unit aligning to the individual’s facing. Enemies never double/treble their Attacks when
fighting the individual (including against Individual War Engines). Similarly, the individual
does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still
treble its attacks against war engines, however. If an individual is routed and the charger
(including another individual) decides to advance D6 directly forward
Inspiring If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must
re-roll that Nerve test. The second result stands.
Pathfinder The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain.
Pathfinder units are not Hindered for charging through difficult terrain.
Phalanx Units that charge this unit’s front cannot use the Thunderous Charge special rule.
Shambling The unit cannot be ordered ‘At the Double’, except when carrying out a Vanguard move.
Vanguard The unit can make a single At the Double or Advance order after set-up is finished. If both
armies have units with this rule, roll a die. The highest scorer decides who begins to move one
of their Vanguard units first, then the players alternate until all Vanguard units have been
moved.